Game Overview
An online multiplayer game where players must play Hide & Seek at a Waterpark. Hiders must use the park's attractions like slides, pools, and lazy rivers to their advantage to evade the Seeker.
A vibrant and sprawling tropical waterpark. The map is characterized by massive, interconnected waterslide towers offering high vantage points and fast escape routes. The level includes a variety of zones such as a wave pool with intermittent cover, a lazy river that slowly circulates players, splash pad areas with unpredictable water jets, and hidden grottos behind waterfalls. The design focuses on verticality, dynamic traversal options, and a mix of wide-open spaces and tight, secluded spots to support diverse hiding and seeking strategies.
Each round, one player is randomly designated as the "Seeker" while all others are "Hiders." The round begins with a 45-second "Hiding Phase" where Hiders can explore the waterpark and find a spot. After the countdown, the "Seeking Phase" begins, giving the Seeker 5 minutes to find and tag all the Hiders. Hiders can move freely, using waterslides and pools to change location and evade capture. When a Hider is caught, they become a Seeker and must help find the remaining players. The Hiders win if at least one Hider remains hidden when the timer runs out. The Seekers win if all Hiders are found before time expires.
Game Logic & Rules
Core Gameplay Loop
- Round Start & Role Assignment: At the beginning of each round, one player is randomly designated as the Seeker. All other players are designated as Hiders.
- Hiding Phase (45 seconds): The round begins with the Seeker stationary at a spawn point, with their view obscured. Hiders are free to explore the waterpark and find a hiding spot.
- Seeking Phase (4 minutes): After 45 seconds, the Seeker is released. The Seeker must now hunt for the Hiders.
- Round Conclusion: The round ends when either all Hiders have been caught or the 4-minute timer expires.
- Scoring & Next Round: Points are awarded to all players based on their performance. A new round begins with a new player selected as the Seeker.
Game Rules and Mechanics
All players can run, jump, crouch, and swim. Swimming is slower than running. Players can hide underwater for up to 15 seconds before bubbles appear. Waterslides offer high-speed travel but create a loud, noticeable splash.
Hiders (The Splashers)
Objective: Avoid being tagged by the Seeker until the timer runs out.
- Hiding Spots: Crouch behind loungers, inside lockers, under waterfalls, in foliage, or submerge in water.
- Lazy River: Offers a slow, stealthy method of repositioning.
- Wave Pool: Activated randomly, turbulent water provides excellent cover.
- Ability: Dive Bomb (30s CD): A short leap creating a splash. In water, it creates visual noise. On land, it creates a puddle that slows the Seeker.
Seeker (The Lifeguard)
Objective: Find and tag every Hider before the timer expires.
- Tagging: Tag Hiders in close proximity. Tagged Hiders become spectators.
- Towers: Climb towers for a panoramic view to spot movement.
- Audio/Visual Cues: Pay attention to footsteps, splashes, and opening doors.
- Ability: Whistle Blow (45s CD): For 5s, sprinting or sliding Hiders in a large radius are briefly outlined.
- Ability: Tidal Surge (60s CD): Sends a fast wave in a straight line, pushing any Hider it hits.
Win & Loss Conditions
- Hiders Win: At least one Hider is still hidden when the 4-minute timer expires.
- Seeker Wins: All Hiders are tagged before the timer expires.
- Match Winner: The player with the highest total score after all rounds wins.
Level Spatial Plan: Splashdown Spire
1. Central Hub: The Sunken Lagoon & Sandy Shore
The map's nexus and starting zone. A large, open area with high visibility, making it a high-risk transit zone. Key features include a shallow pool, a sandy shore with climbable rocks and umbrellas for cover, and slide exits that create distractions.
2. West Zone: The Goliath Gauntlet Tower
The primary vertical element, offering the best vantage points and complex, multi-level hiding spots. A four-story structure with winding stairs, platforms, and multiple slide entrances offering one-way escape routes.
3. East Zone: The Vortex Spire & Plunge Pool
A secondary, simpler vertical position. Easier for a Seeker to patrol but has fewer hiding spots. Features a giant bowl slide that deposits players into a separate plunge pool connected to the Lazy River.
4. North Zone: The Riptide Racers & Palm Grove
A low-profile area with dense ground cover, ideal for early-game hiding. A maze of slide tubes, palm trees, and thick bushes creates short sightlines and tight hiding spots.
5. Interior Zone: The Pump Room
A claustrophobic indoor environment where sound cues are critical. Dimly lit with loud machinery, oversized pipes, and plenty of hiding spots. A hidden vent provides a one-way exit.
6. Connecting Element: The Castaway Lazy River
A dynamic, circular path connecting the map's perimeter. Serves as a transportation system, escape route, and mobile hiding opportunity, passing through a dark "Grotto" tunnel that breaks line of sight.
Interaction Flow (Device Graph)
Player Character → Waterslide Entrance: Player interacts with a slide, triggering high-speed spline movement to the exit. This is a loud, fast, one-way route.
Seeker (Proximity + Action) → Hider: Seeker uses "Tag" on a nearby Hider. Hider's role is changed to "Spectator".
Round Logic System → Player Role System: Queries player roles after a tag. If Hider count is zero, declares "Seekers Win".
Timer System → Round Logic System: Hiding Phase timer expiration triggers Seeking Phase. Seeking Phase timer expiration triggers "Hiders Win".
Hider → Water Body: Entering water changes movement to "Swimming" (slower, quieter). Can "Submerge" to become nearly invisible at the cost of oxygen.
Seeker → Vantage Point: Climbing to a high point enhances visual cues from Hiders (ripples, swaying foliage).
Hider → Interactive Environment Object: Interacting with objects like rafts attaches the player, providing camouflage at the cost of movement control.
End-of-Round Sequence → Scoring System: On win condition, awards points based on survival time (Hiders) and tags (Seekers).